token in order to reduce the overhead.
The commands are then packetized for transmis-
sion. For that purpose, it is assured that a command
with all its arguments will reside in the same packet,
except for commands that contain pointers to large
memory areas. Once a packet is full, it is sent to
the client. Currently, we use a reliable TCP connec-
tion which is not optimal for minimizing delay. How-
ever, in contrast to the video streaming approach, that
can start with encoding of the video first if the frame
buffer has been rendered completely, we can start with
the transmission of packets bevor the current frame is
processed completely minimizing the delay by almost
one frame.
5.4 Experimental Results
The proposed streaming system has been tested with
different OpenGL games like scorched3d, gltron,
penguinracer, OpenArena, neverball and the Flight-
Gear simulator. When streaming all graphics com-
mands directly without any compression and graph-
ics state simulation, the games are not interactively
playable, since delay is much too high. With our
proposed system, for locally simulating the graphics
card’s state, the number of commands during normal
game play requiring a feedback could be reduced to
zero. This leads to a significant reduction in delay
and enables the ability to play the tested games in a
local area network. Graphics command compression
was enabled but in the current version rather moder-
ate. For the arguments of the commands, an average
compression of about 30 % was achieved. The size
of the target window can, however, be varied inter-
actively (by manipulating the glViewport command)
and need not be the same as the game’s resolution.
For the considered games, interactive frame rates of
up to 30 fps for the simpler games was achieved. For
more demanding games like OpenArena, delays are
relatively visible. Here, we work on reducing the bit-
rate by more efficient compression methods and thus
reducing the delay for enhanced gaming.
6 CONCLUSIONS
We have presented in our paper a system for the re-
mote gaming in local networks. The architecture
of the proposed system is targeted for an execution
of commercial games in a virtual environment and
ubiquitous gaming due to different streaming tech-
niques. Both, video streaming and transmission of
graphics commands are investigated. First analysis
shows the applicability of the approaches for different
end devices. In order to reduce delay for the graphics
streaming, a simple real-time compression of graph-
ics commands and a local simulation of the graphics
state has been implemented. This resulted in a sig-
nificant reduction of delay which is a prerequisite for
interactive gaming.
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